text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  var FillPathWebGL = require('../FillPathWebGL');
  var StrokePathWebGL = require('../StrokePathWebGL');
  
  /**
   * Renders this Game Object with the WebGL Renderer to the given Camera.
   * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
   * This method should not be called directly. It is a utility function of the Render module.
   *
   * @method Phaser.GameObjects.Polygon#renderWebGL
   * @since 3.13.0
   * @private
   *
   * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
   * @param {Phaser.GameObjects.Polygon} src - The Game Object being rendered in this call.
   * @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
   * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
   * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
   */
  var PolygonWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
  {
      var pipeline = renderer.pipelines.set(this.pipeline);
  
      var camMatrix = pipeline._tempMatrix1;
      var shapeMatrix = pipeline._tempMatrix2;
      var calcMatrix = pipeline._tempMatrix3;
  
      shapeMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
  
      camMatrix.copyFrom(camera.matrix);
  
      if (parentMatrix)
      {
          //  Multiply the camera by the parent matrix
          camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
  
          //  Undo the camera scroll
          shapeMatrix.e = src.x;
          shapeMatrix.f = src.y;
      }
      else
      {
          shapeMatrix.e -= camera.scrollX * src.scrollFactorX;
          shapeMatrix.f -= camera.scrollY * src.scrollFactorY;
      }
  
      camMatrix.multiply(shapeMatrix, calcMatrix);
  
      var dx = src._displayOriginX;
      var dy = src._displayOriginY;
  
      var alpha = camera.alpha * src.alpha;
  
      if (src.isFilled)
      {
          FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy);
      }
  
      if (src.isStroked)
      {
          StrokePathWebGL(pipeline, src, alpha, dx, dy);
      }
  };
  
  module.exports = PolygonWebGLRenderer;
  